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Comparing deliantra/server/include/define.h (file contents):
Revision 1.59 by root, Sat May 19 00:08:11 2007 UTC vs.
Revision 1.79 by root, Sun Apr 13 20:21:50 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2003-2005 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2003-2005,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file is best viewed with a window width of about 100 character */ 24/* This file is best viewed with a window width of about 100 character */
26 25
27/* This file is really too large. With all the .h files 26/* This file is really too large. With all the .h files
43#define FABS(x) fabs (x) 42#define FABS(x) fabs (x)
44 43
45#ifdef __NetBSD__ 44#ifdef __NetBSD__
46# include <sys/param.h> 45# include <sys/param.h>
47#endif 46#endif
47
48// maximum length of an object name in the protocol
49#define NAME_LEN 127
50
48#ifndef MIN 51#undef MIN
49# define MIN(x,y) min (x, y)
50#endif
51#ifndef MAX 52#undef MAX
52# define MAX(x,y) max (x, y)
53#endif
54
55/*NAME_MAX used by random maps may not be defined on pure ansi systems*/
56#ifndef NAME_MAX
57# define NAME_MAX 255
58#endif
59
60/* MAX3 is basically like MAX, but instead does 3 values. */
61#ifndef MAX3
62# define MAX3(x,y, z) (MAX(x, MAX(y,z)))
63#endif
64
65/* MIN3 is basically like MIN, but instead does 3 values. */
66#ifndef MIN3
67# define MIN3(x,y, z) (MIN(x, MIN(y,z)))
68#endif
69 53
70#define MAX_STAT 30 /* The maximum legal value of any stat */ 54#define MAX_STAT 30 /* The maximum legal value of any stat */
71#define MIN_STAT 1 /* The minimum legal value of any stat */ 55#define MIN_STAT 1 /* The minimum legal value of any stat */
72 56
73//TODO: not only use more reasonable values, also enforce them 57//TODO: not only use more reasonable values, also enforce them
75#define MAX_WC 120 59#define MAX_WC 120
76#define MIN_AC -120 60#define MIN_AC -120
77#define MAX_AC 120 61#define MAX_AC 120
78#define MIN_DAM 0 62#define MIN_DAM 0
79#define MAX_DAM 200 63#define MAX_DAM 200
64#define MIN_DIGESTION -35
65#define MAX_DIGESTION 70
80 66
81#define MAX_BUF 1024 67#define MAX_BUF 1024
82 /* Used for all kinds of things */ 68 /* Used for all kinds of things */
83#define VERY_BIG_BUF 2048 69#define VERY_BIG_BUF 2048
84#define HUGE_BUF 4096 /* Used for messages - some can be quite long */ 70#define HUGE_BUF 10240 /* Used for messages - some can be quite long */
85#define SOCKET_BUFLEN 4096 /* Max length a packet could be */ 71#define SOCKET_BUFLEN 4096 /* Max length a packet could be */
86 72
87#define FONTSIZE 3000 /* Max chars in font */ 73#define FONTSIZE 3000 /* Max chars in font */
88 74
89#define MAX_ANIMATIONS 256 75#define MAX_ANIMATIONS 256
90 76
91#define MAX_NAME 48 77#define MAX_NAME 48
92#define MAX_EXT_TITLE 98 78#define MAX_EXT_TITLE 98
93 79
94/* Fatal variables: */
95//TODO: remove all calls to fatal and replace them by cleanup 80//TODO: remove all calls to fatal and replace them by cleanup
96#define OUT_OF_MEMORY 0 81#define OUT_OF_MEMORY 0
97#define MAP_ERROR 1 82#define MAP_ERROR 1
98#define ARCHTABLE_TOO_SMALL 2 // unused 83#define ARCHTABLE_TOO_SMALL 2 // unused
99#define TOO_MANY_ERRORS 3 84#define TOO_MANY_ERRORS 3
123#define POTION 5 108#define POTION 5
124#define FOOD 6 109#define FOOD 6
125#define POISON 7 110#define POISON 7
126#define BOOK 8 111#define BOOK 8
127#define CLOCK 9 112#define CLOCK 9
128 113//10
114//11
115//12
129#define ARROW 13 116#define ARROW 13
130#define BOW 14 117#define BOW 14
131#define WEAPON 15 118#define WEAPON 15
132#define ARMOUR 16 119#define ARMOUR 16
133#define PEDESTAL 17 120#define PEDESTAL 17
134#define ALTAR 18 121#define ALTAR 18
135 122//19
136#define LOCKED_DOOR 20 123#define LOCKED_DOOR 20
137#define SPECIAL_KEY 21 124#define SPECIAL_KEY 21
138#define MAP 22 125#define MAP 22
139#define DOOR 23 126#define DOOR 23
140#define KEY 24 127#define KEY 24
141 128//25
142#define TIMED_GATE 26 129#define TIMED_GATE 26
143#define TRIGGER 27 130#define TRIGGER 27
144#define GRIMREAPER 28 131#define GRIMREAPER 28
145#define MAGIC_EAR 29 132#define MAGIC_EAR 29
146#define TRIGGER_BUTTON 30 133#define TRIGGER_BUTTON 30
155#define AMULET 39 142#define AMULET 39
156#define PLAYERMOVER 40 143#define PLAYERMOVER 40
157#define TELEPORTER 41 144#define TELEPORTER 41
158#define CREATOR 42 145#define CREATOR 42
159#define SKILL 43 /* also see SKILL_TOOL (74) below */ 146#define SKILL 43 /* also see SKILL_TOOL (74) below */
160 147//44
161#define EARTHWALL 45 148#define EARTHWALL 45
162#define GOLEM 46 149#define GOLEM 46
163 150//47
164#define THROWN_OBJ 48 151#define THROWN_OBJ 48
165#define BLINDNESS 49 152#define BLINDNESS 49
166#define GOD 50 153#define GOD 50
167#define DETECTOR 51 /* peterm: detector is an object 154#define DETECTOR 51 /* peterm: detector is an object
168 * which notices the presense of 155 * which notices the presense of
183 170
184#define PEACEMAKER 59 /* Object owned by a player which can convert 171#define PEACEMAKER 59 /* Object owned by a player which can convert
185 * a monster into a peaceful being incapable of attack. 172 * a monster into a peaceful being incapable of attack.
186 */ 173 */
187#define GEM 60 174#define GEM 60
188 175//61
189#define FIREWALL 62 176#define FIREWALL 62
190#define ANVIL 63 177#define ANVIL 63
191#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */ 178#define CHECK_INV 64 /* by b.t. thomas@nomad.astro.psu.edu */
192#define MOOD_FLOOR 65 /* by b.t. thomas@nomad.astro.psu.edu 179#define MOOD_FLOOR 65 /*
193 * values of last_sp set how to change: 180 * values of last_sp set how to change:
194 * 0 = furious, all monsters become aggressive 181 * 0 = furious, all monsters become aggressive
195 * 1 = angry, all but friendly become aggressive 182 * 1 = angry, all but friendly become aggressive
196 * 2 = calm, all aggressive monsters calm down 183 * 2 = calm, all aggressive monsters calm down
197 * 3 = sleep, all monsters fall asleep 184 * 3 = sleep, all monsters fall asleep
198 * 4 = charm, monsters become pets */ 185 * 4 = charm, monsters become pets
186 * 5 = destroy monsters
187 * 6 = destroy pets / friendlies
188 */
199#define EXIT 66 189#define EXIT 66
200#define ENCOUNTER 67 190#define ENCOUNTER 67
201#define SHOP_FLOOR 68 191#define SHOP_FLOOR 68
202#define SHOP_MAT 69 192#define SHOP_MAT 69
203#define RING 70 193#define RING 70
204#define FLOOR 71 /* this is a floor tile -> native layer 0 */ 194#define FLOOR 71 /* this is a floor tile -> native layer 0 */
205#define FLESH 72 /* animal 'body parts' -b.t. */ 195#define FLESH 72 /* animal 'body parts' -b.t. */
206#define INORGANIC 73 /* metals and minerals */ 196#define INORGANIC 73 /* metals and minerals */
207#define SKILL_TOOL 74 /* Allows the use of a skill */ 197#define SKILL_TOOL 74 /* Allows the use of a skill */
208#define LIGHTER 75 198#define LIGHTER 75
209 199//76
210#define BUILDABLE_WALL 77 /* this is a buildable wall */ 200#define BUILDABLE_WALL 77 /* this is a buildable wall */
211 201//78
212
213#define MISC_OBJECT 79 /* misc. objects are for objects without a function 202#define MISC_OBJECT 79 /* misc. objects are for objects without a function
214 in the engine. Like statues, clocks, chairs,... 203 in the engine. Like statues, clocks, chairs,...
215 If perhaps we create a function where we can sit 204 If perhaps we create a function where we can sit
216 on chairs, we create a new type and remove all 205 on chairs, we create a new type and remove all
217 chairs from here. */ 206 chairs from here. */
218 207//80
208//81
219#define LAMP 82 /* a lamp */ 209#define LAMP 82 /* a lamp */
220#define DUPLICATOR 83 /* duplicator/multiplier object */ 210#define DUPLICATOR 83 /* duplicator/multiplier object */
221 211//84
222#define SPELLBOOK 85 212#define SPELLBOOK 85
223 213//86
224#define CLOAK 87 214#define CLOAK 87
225 215//88
216//89
226#define SPINNER 90 217#define SPINNER 90
227#define GATE 91 218#define GATE 91
228#define BUTTON 92 219#define BUTTON 92
229#define CF_HANDLE 93 220#define CF_HANDLE 93
230#define HOLE 94 221#define HOLE 94
231#define TRAPDOOR 95 222#define TRAPDOOR 95
232 223//96
224//97
233#define SIGN 98 225#define SIGN 98
234#define BOOTS 99 226#define BOOTS 99
235#define GLOVES 100 227#define GLOVES 100
236#define SPELL 101 228#define SPELL 101
237#define SPELL_EFFECT 102 229#define SPELL_EFFECT 102
238#define CONVERTER 103 230#define CONVERTER 103
239#define BRACERS 104 231#define BRACERS 104
240#define POISONING 105 232#define POISONING 105
241#define SAVEBED 106 233#define SAVEBED 106
242 234//107
235//108
243#define WAND 109 236#define WAND 109
244 237#define INSCRIBABLE 110 // inscribable things, st 0 book st 1 spell
245#define SCROLL 111 238#define SCROLL 111
246#define DIRECTOR 112 239#define DIRECTOR 112
247#define GIRDLE 113 240#define GIRDLE 113
248#define FORCE 114 241#define FORCE 114
249#define POTION_EFFECT 115 /* a force, holding the effect of a potion */ 242#define POTION_EFFECT 115 /* a force, holding the effect of a potion */
250#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */ 243#define EVENT_CONNECTOR 116 /* Lauwenmark: an invisible object holding a plugin event hook */
251 244//117
245//118
246//119
247//120
252#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */ 248#define CLOSE_CON 121 /* Eneq(@csd.uu.se): Id for close_container archetype. */
253#define CONTAINER 122 249#define CONTAINER 122
254#define ARMOUR_IMPROVER 123 250#define ARMOUR_IMPROVER 123
255#define WEAPON_IMPROVER 124 251#define WEAPON_IMPROVER 124
256 252//125
253//126
254//127
255//128
256//129
257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */ 257#define SKILLSCROLL 130 /* can add a skill to player's inventory -bt. */
258//131
259//132
260//133
261//134
262//135
263//136
264//137
258#define DEEP_SWAMP 138 265#define DEEP_SWAMP 138
259#define IDENTIFY_ALTAR 139 266#define IDENTIFY_ALTAR 139
260 267//140
268//141
269//142
270//143
271//144
272//145
273//146
274//147
275//148
276//149
261#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */ 277#define MENU 150 /* Mark Wedel (mark@pyramid.com) Shop inventories */
262 278//151
279//152
280//153
263#define RUNE 154 281#define RUNE 154
264#define TRAP 155 282#define TRAP 155
265
266#define POWER_CRYSTAL 156 283#define POWER_CRYSTAL 156
267#define CORPSE 157 284#define CORPSE 157
268
269#define DISEASE 158 285#define DISEASE 158
270#define SYMPTOM 159 286#define SYMPTOM 159
271#define BUILDER 160 /* Generic item builder, see subtypes */ 287#define BUILDER 160 /* Generic item builder, see subtypes */
272#define MATERIAL 161 /* Material for building */ 288#define MATERIAL 161 /* Material for building */
273 289//162
274#define ITEM_TRANSFORMER 163 /* Transforming one item with another */ 290#define ITEM_TRANSFORMER 163 /* Transforming one item with another */
275 291//164
276#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs, 292#define SAFE_GROUND 165 /* This is a safe ground, means that neither bombs,
277 potions, alchemy, or magic works here (elmex) */ 293 potions, alchemy, or magic works here (elmex) */
278 294
279#define NUM_TYPES 166 // must be max(type) + 1 295#define NUM_TYPES 166 // must be max(type) + 1
280 296
281/* DEAD TYPES: */
282//#define FBULLET 10
283//#define FBALL 11
284//#define LIGHTNING 12 // elmex: implemented by type 102 subtype 4
285//#define CONFUSION 19
286//#define MMISSILE 25
287/*#define EXPERIENCE 44*//* This is basically obsolete now. It used to contain
288 * experience for broad skill categories. This value
289 * is now automatically converteed at load time.
290 */
291//#define BOMB 47
292//#define FIRECHEST 61 /* FIRECHEST folded into FIREWALL */
293
294/* random crossfire developer: The trap_part, wall, light_source,
295 * misc_object, monster, and spawn_generator
296 * types are not used in any archetypes,
297 * and should perhaps be removed.
298 *
299 * Wed Dec 20 13:35:24 CET 2006:
300 * elmex: removed TRAP_PART, LIGHT_SOURCE, MONSTER and SPAWN_GENERATOR now.
301 * monsters are marked by FLAG_MONSTER and generator with FLAG_GENERATOR.
302 * renamed WALL to BUILDABLE_WALL.
303 */
304
305//#define TRAP_PART 76 /* Needed by set traps skill -b.t. */
306//#define LIGHT_SOURCE 78 /* torches, lamps, etc. */
307//#define MONSTER 80 /* yes, thats a real, living creature */
308//#define SPAWN_GENERATOR 81 /* a spawn point or monster generator object */
309//#define TOOL 84 /* a tool for building objects */
310//#define BUILDFAC 86 /* facilities for building objects */
311//#define CONE 88
312//#define AURA 89 /* aura spell object */
313//#define WORD_OF_RECALL 96
314//#define PARAIMAGE 97
315//#define POISONCLOUD 107
316//#define FIREHOLES 108
317//#define ABILITY 110
318/* unused: 125 - 129
319 * type 125 was MONEY_CHANGER
320 */
321//#define CANCELLATION 141 /* not used with new spell code */
322//#define BALL_LIGHTNING 151 /* peterm: ball lightning and color spray */
323//#define SWARM_SPELL 153
324//#define GPS 162 /* Ground positionning system, moved to Python plugin */
325//#define QUEST 164 /* See below for subtypes */
326
327/* END TYPE DEFINE */ 297/* END TYPE DEFINE */
328 298
329#define NUM_SUBTYPES 64 // maximum supported subtype number + 1, can be increased to 256 299// maximum supported subtype number + 1, can be increased to 256
300// currently (2007-09) in use: 50
301#define NUM_SUBTYPES 64
330 302
331/* Subtypes for BUILDER */ 303/* Subtypes for BUILDER */
332#define ST_BD_BUILD 1 /* Builds an item */ 304#define ST_BD_BUILD 1 /* Builds an item */
333#define ST_BD_REMOVE 2 /* Removes an item */ 305#define ST_BD_REMOVE 2 /* Removes an item */
334 306
335/* Subtypes for MATERIAL */ 307/* Subtypes for MATERIAL */
336#define ST_MAT_FLOOR 1 /* Floor */ 308#define ST_MAT_FLOOR 1 /* Floor */
337#define ST_MAT_WALL 2 /* Wall */ 309#define ST_MAT_WALL 2 /* Wall */
338#define ST_MAT_ITEM 3 /* All other items, including doors & such */ 310#define ST_MAT_ITEM 3 /* All other items, including doors & such */
434#define FLAG_REMOVED 2 /* Object is not in any map or invenory */ 406#define FLAG_REMOVED 2 /* Object is not in any map or invenory */
435#define FLAG_FREED 3 /* Object is in the list of free objects */ 407#define FLAG_FREED 3 /* Object is in the list of free objects */
436//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ 408//#define FLAG_WAS_WIZ 4 /* Player was once a wiz */
437#define FLAG_APPLIED 5 /* Object is ready for use by living */ 409#define FLAG_APPLIED 5 /* Object is ready for use by living */
438#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ 410#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */
439#define FLAG_USE_SHIELD 7 411#define FLAG_USE_SHIELD 7 /* Can this creature use a shield? */
440 /* Can this creature use a shield? */
441 412
442#define FLAG_NO_PICK 8 /* Object can't be picked up */ 413#define FLAG_NO_PICK 8 /* Object can't be picked up */
443 414
444/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */ 415/*#define FLAG_WALK_ON 9*//* Applied when it's walked upon */
445/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */ 416/*#define FLAG_NO_PASS 10*//* Nothing can pass (wall() is true) */
449/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */ 420/*#define FLAG_SLOW_MOVE 12*//* Uses the stats.exp/1000 to slow down */
450/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */ 421/*#define FLAG_FLYING 13*//* Not affected by WALK_ON or SLOW_MOVE) */
451 422
452#define FLAG_MONSTER 14 /* Will attack players */ 423#define FLAG_MONSTER 14 /* Will attack players */
453#define FLAG_FRIENDLY 15 /* Will help players */ 424#define FLAG_FRIENDLY 15 /* Will help players */
454
455#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */ 425#define FLAG_GENERATOR 16 /* Will generate type ob->stats.food */
456#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */ 426#define FLAG_IS_THROWN 17 /* Object is designed to be thrown. */
457#define FLAG_AUTO_APPLY 18 427#define FLAG_AUTO_APPLY 18 /* Will be applied when created */
458 /* Will be applied when created */
459#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory 428#define FLAG_TREASURE_ENV 19 // put treasure into environment not in inventory
460#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */ 429#define FLAG_PLAYER_SOLD 20 /* Object was sold to a shop by a player. */
461#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */ 430#define FLAG_SEE_INVISIBLE 21 /* Will see invisible player */
462#define FLAG_CAN_ROLL 22 /* Object can be rolled */ 431#define FLAG_CAN_ROLL 22 /* Object can be rolled */
463#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */ 432#define FLAG_OVERLAY_FLOOR 23 /* Object is an overlay floor */
465 434
466/*#define FLAG_WALK_OFF 25*//* Object is applied when left */ 435/*#define FLAG_WALK_OFF 25*//* Object is applied when left */
467/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */ 436/*#define FLAG_FLY_ON 26*//* As WALK_ON, but only with FLAG_FLYING */
468/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */ 437/*#define FLAG_FLY_OFF 27*//* As WALK_OFF, but only with FLAG_FLYING */
469 438
470#define FLAG_IS_USED_UP 28 439#define FLAG_IS_USED_UP 28 /* When (--food<0) the object will get destroyed */
471 /* When (--food<0) the object will exit */ 440#define FLAG_IDENTIFIED 29 /* Player knows full info about item */
472#define FLAG_IDENTIFIED 29 441#define FLAG_REFLECTING 30 /* Object reflects from walls (lightning) */
473 /* Player knows full info about item */
474#define FLAG_REFLECTING 30
475 /* Object reflects from walls (lightning) */
476#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done */ 442#define FLAG_CHANGING 31 /* Changes to other_arch when anim is done, creates <food> new <other_archs> when !alive */
477
478#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */ 443#define FLAG_SPLITTING 32 /* Object splits into stats.food other objs */
479#define FLAG_HITBACK 33 /* Object will hit back when hit */ 444#define FLAG_HITBACK 33 /* Object will hit back when hit */
480#define FLAG_STARTEQUIP 34 445#define FLAG_STARTEQUIP 34 /* Object was given to player at start */
481 /* Object was given to player at start */ 446#define FLAG_BLOCKSVIEW 35 /* Object blocks view */
482#define FLAG_BLOCKSVIEW 35
483 /* Object blocks view */
484#define FLAG_UNDEAD 36 /* Monster is undead */ 447#define FLAG_UNDEAD 36 /* Monster is undead */
485#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */ 448#define FLAG_SCARED 37 /* Monster is scared (mb player in future) */
486#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */ 449#define FLAG_UNAGGRESSIVE 38 /* Monster doesn't attack players */
487#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */ 450#define FLAG_REFL_MISSILE 39 /* Arrows will reflect from object */
451#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */
488 452
489#define FLAG_REFL_SPELL 40
490 /* Spells (some) will reflect from object */
491#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ 453#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */
492#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ 454#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */
493#define FLAG_IS_LIGHTABLE 43 /* object can be lit */ 455#define FLAG_IS_LIGHTABLE 43 /* object can be lit */
494#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ 456#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */
495#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ 457#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \
501 463
502#define FLAG_PICK_UP 48 /* Can pick up */ 464#define FLAG_PICK_UP 48 /* Can pick up */
503#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */ 465#define FLAG_UNIQUE 49 /* Item is really unique (UNIQUE_ITEMS) */
504#define FLAG_NO_DROP 50 /* Object can't be dropped */ 466#define FLAG_NO_DROP 50 /* Object can't be dropped */
505#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */ 467#define FLAG_WIZCAST 51 /* The wizard can cast spells in no-magic area */
506#define FLAG_CAST_SPELL 52 468
507 /* (Monster) can learn and cast spells */ 469#define FLAG_CAST_SPELL 52 /* (Monster) can learn and cast spells */
508#define FLAG_USE_SCROLL 53 470#define FLAG_USE_SCROLL 53 /* (Monster) can read scroll */
509 /* (Monster) can read scroll */
510#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */ 471#define FLAG_USE_RANGE 54 /* (Monster) can apply and use range items */
511#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */ 472#define FLAG_USE_BOW 55 /* (Monster) can apply and fire bows */
512 473#define FLAG_USE_ARMOUR 56 /* (Monster) can wear armour/shield/helmet */
513#define FLAG_USE_ARMOUR 56 474#define FLAG_USE_WEAPON 57 /* (Monster) can wield weapons */
514 /* (Monster) can wear armour/shield/helmet */
515#define FLAG_USE_WEAPON 57
516 /* (Monster) can wield weapons */
517#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */ 475#define FLAG_USE_RING 58 /* (Monster) can use rings, boots, gauntlets, etc */
518#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */ 476#define FLAG_READY_RANGE 59 /* (Monster) has a range attack readied... 8) */
519#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */ 477#define FLAG_READY_BOW 60 /* (Monster) has valid bow readied */
478
520#define FLAG_XRAYS 61 /* X-ray vision */ 479#define FLAG_XRAYS 61 /* X-ray vision */
521#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */ 480#define FLAG_NO_APPLY 62 /* Avoids step_on/fly_on to this object */
522#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */ 481#define FLAG_IS_FLOOR 63 /* Can't see what's underneath this object */
523 482
524#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */ 483#define FLAG_LIFESAVE 64 /* Saves a players' life once, then destr. */
543#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */ 502#define FLAG_READY_SCROLL 81 /* monster has scroll in inv and can use it */
544#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */ 503#define FLAG_USE_ROD 82 /* (Monster) can apply and use rods */
545 504
546#define FLAG_PRECIOUS 83 // object is precious (pets) 505#define FLAG_PRECIOUS 83 // object is precious (pets)
547#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */ 506#define FLAG_USE_HORN 84 /* (Monster) can apply and use horns */
548#define FLAG_MAKE_INVIS 85 507#define FLAG_MAKE_INVIS 85 /* (Item) gives invisibility when applied */
549 /* (Item) gives invisibility when applied */ 508#define FLAG_INV_LOCKED 86 /* Item will not be dropped from inventory */
550#define FLAG_INV_LOCKED 86 509
551 /* Item will not be dropped from inventory */
552#define FLAG_IS_WOODED 87 /* Item is wooded terrain */ 510#define FLAG_IS_WOODED 87 /* Item is wooded terrain */
553
554#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */ 511#define FLAG_IS_HILLY 88 /* Item is hilly/mountain terrain */
555#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */ 512#define FLAG_READY_SKILL 89 /* (Monster or Player) has a skill readied */
556#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */ 513#define FLAG_READY_WEAPON 90 /* (Monster or Player) has a weapon readied */
557#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */ 514#define FLAG_NO_SKILL_IDENT 91 /* If set, item cannot be identified w/ a skill */
558#define FLAG_BLIND 92 /* If set, object cannot see (visually) */ 515#define FLAG_BLIND 92 /* If set, object cannot see (visually) */
572 */ 529 */
573 530
574#define FLAG_BERSERK 99 /* monster will attack closest living 531#define FLAG_BERSERK 99 /* monster will attack closest living
575 object */ 532 object */
576#define FLAG_NEUTRAL 100 /* monster is from type neutral */ 533#define FLAG_NEUTRAL 100 /* monster is from type neutral */
577#define FLAG_NO_ATTACK 101 /* monster don't attack */ 534#define FLAG_NO_ATTACK 101 /* monster doesn't attack */
578#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */ 535#define FLAG_NO_DAMAGE 102 /* monster can't be damaged */
579#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by 536#define FLAG_OBJ_ORIGINAL 103 /* NEVER SET THIS. Item was loaded by
580 * load_original_map() */ 537 * load_original_map() */
581#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on 538//#define FLAG_OBJ_SAVE_ON_OVL 104 /* this object should be saved on
582 * the overlay, and is not subject to 539// * the overlay, and is not subject to
583 * decay. */ 540// * decay. */
584#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */ 541#define FLAG_ACTIVATE_ON_PUSH 105 /* connected object is activated when 'pushed' */
585#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */ 542#define FLAG_ACTIVATE_ON_RELEASE 106 /* connected object is activated when 'released' */
586#define FLAG_IS_WATER 107 543#define FLAG_IS_WATER 107
587#define FLAG_CONTENT_ON_GEN 108 544#define FLAG_CONTENT_ON_GEN 108
588#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */ 545#define FLAG_IS_A_TEMPLATE 109 /* Object has no ingame life until instanciated */
594 * defined flag + 1. If you change this, 551 * defined flag + 1. If you change this,
595 * make sure you update the flag_links 552 * make sure you update the flag_links
596 * in common/loader.l 553 * in common/loader.l
597 */ 554 */
598 555
599/* Values can go up to 127 before the size of the flags array in the
600 * object structure needs to be enlarged.
601 * So there are 18 available flags slots
602 */
603
604#define NROFNEWOBJS(xyz) ((xyz)->stats.food)
605
606/* If you add new movement types, you may need to update 556/* If you add new movement types, you may need to update
607 * describe_item() so properly describe those types. 557 * describe_item() so properly describe those types.
608 * change_abil() probably should be updated also. 558 * change_abil() probably should be updated also.
609 */ 559 */
610#define MOVE_WALK 0x01 /* Object walks */ 560#define MOVE_WALK 0x01 /* Object walks */
618 568
619#define MOVE_ALL 0x3f /* Mask of all movement types */ 569#define MOVE_ALL 0x3f /* Mask of all movement types */
620 570
621/* typdef here to define type large enough to hold bitmask of 571/* typdef here to define type large enough to hold bitmask of
622 * all movement types. Make one declaration so easy to update. 572 * all movement types. Make one declaration so easy to update.
623 * uint8 is defined yet, so just use what that would define it
624 * at anyways.
625 */ 573 */
626typedef unsigned char MoveType; 574typedef unsigned char MoveType;
627 575
628/* Basic macro to see if ob2 blocks ob1 from moving onto this space. 576/* Basic macro to see if ob2 blocks ob1 from moving onto this space.
629 * Basically, ob2 has to block all of ob1 movement types. 577 * Basically, ob2 has to block all of ob1 movement types.
638 * 586 *
639 */ 587 */
640#define OB_TYPE_MOVE_BLOCK(ob1, type) \ 588#define OB_TYPE_MOVE_BLOCK(ob1, type) \
641 ((type) && (ob1->move_type & type) == ob1->move_type) 589 ((type) && (ob1->move_type & type) == ob1->move_type)
642 590
643
644#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va) 591#define SET_GENERATE_TYPE(xyz,va) (xyz)->stats.sp=(va)
645#define GENERATE_TYPE(xyz) ((xyz)->stats.sp) 592#define GENERATE_TYPE(xyz) ((xyz)->stats.sp)
646#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */ 593#define GENERATE_SPEED(xyz) ((xyz)->stats.maxsp) /* if(!RANDOM()%<speed>) */
647
648/* Note: These values are only a default value, resizing can change them */
649#define INV_SIZE 12 /* How many items can be viewed in inventory */
650#define LOOK_SIZE 6 /* ditto, but for the look-window */
651#define MAX_INV_SIZE 40 /* For initializing arrays */
652#define MAX_LOOK_SIZE 40 /* ditto for the look-window */
653
654#define EDITABLE(xyz) ((xyz)->arch->editable)
655
656#define E_MONSTER 0x00000001
657#define E_EXIT 0x00000002
658#define E_TREASURE 0x00000004
659#define E_BACKGROUND 0x00000008
660#define E_DOOR 0x00000010
661#define E_SPECIAL 0x00000020
662#define E_SHOP 0x00000040
663#define E_NORMAL 0x00000080
664#define E_FALSE_WALL 0x00000100
665#define E_WALL 0x00000200
666#define E_EQUIPMENT 0x00000400
667#define E_OTHER 0x00000800
668#define E_ARTIFACT 0x00001000
669 594
670#define EXIT_PATH(xyz) (xyz)->slaying 595#define EXIT_PATH(xyz) (xyz)->slaying
671#define EXIT_LEVEL(xyz) (xyz)->stats.food 596#define EXIT_LEVEL(xyz) (xyz)->stats.food
672#define EXIT_X(xyz) (xyz)->stats.hp 597#define EXIT_X(xyz) (xyz)->stats.hp
673#define EXIT_Y(xyz) (xyz)->stats.sp 598#define EXIT_Y(xyz) (xyz)->stats.sp
693#define F_SHOP 64 /* consider the effect that the shop that the player is in has */ 618#define F_SHOP 64 /* consider the effect that the shop that the player is in has */
694 619
695#define DIRX(xyz) freearr_x[(xyz)->direction] 620#define DIRX(xyz) freearr_x[(xyz)->direction]
696#define DIRY(xyz) freearr_y[(xyz)->direction] 621#define DIRY(xyz) freearr_y[(xyz)->direction]
697 622
698#define D_LOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=1;
699#define D_UNLOCK(xyz) (xyz)->contr->freeze_inv=(xyz)->contr->freeze_look=0;
700
701#define ARMOUR_SPEED(xyz) (xyz)->last_sp 623#define ARMOUR_SPEED(xyz) (xyz)->last_sp
702#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour 624#define ARMOUR_SPELLS(xyz) (xyz)->gen_sp_armour
703#define WEAPON_SPEED(xyz) (xyz)->last_sp 625#define WEAPON_SPEED(xyz) (xyz)->last_sp
704 626
705/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y 627/* GET_?_FROM_DIR if used only for positional firing where dir is X and Y
706 each of them signed char, concatenated in a int16 */ 628 each of them signed char, concatenated in a int16 */
707#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF ) 629#define GET_X_FROM_DIR(dir) (signed char) ( dir & 0xFF )
708#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8) 630#define GET_Y_FROM_DIR(dir) (signed char) ( (dir & 0xFF00) >> 8)
709#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8) 631#define SET_DIR_FROM_XY(X,Y) (signed char)X + ( ((signed char)Y)<<8)
632
710#define FIRE_DIRECTIONAL 0 633#define FIRE_DIRECTIONAL 0
711#define FIRE_POSITIONAL 1 634#define FIRE_POSITIONAL 1
712 635
713/******************************************************************************/ 636/******************************************************************************/
714/* Monster Movements added by kholland@sunlab.cit.cornell.edu */ 637/* Monster Movements added by kholland@sunlab.cit.cornell.edu */
779 */ 702 */
780 703
781#define PREFER_HIGH 1 704#define PREFER_HIGH 1
782#define PREFER_LOW 0 705#define PREFER_LOW 0
783 706
784/* Simple function we use below to keep adding to the same string
785 * but also make sure we don't overwrite that string.
786 */
787static inline void
788safe_strcat (char *dest, const char *orig, int *curlen, int maxlen)
789{
790 if (*curlen == (maxlen - 1))
791 return;
792
793 strncpy (dest + *curlen, orig, maxlen - *curlen - 1);
794 dest[maxlen - 1] = 0;
795 *curlen += strlen (orig);
796
797 if (*curlen > (maxlen - 1))
798 *curlen = maxlen - 1;
799}
800
801
802/* The SAFE versions of these call the safe_strcat function above.
803 * Ideally, all functions should use the SAFE functions, but they
804 * require some extra support in the calling function to remain as
805 * efficient.
806 */
807#define DESCRIBE_ABILITY_SAFE(retbuf, variable, name, len, maxlen) \
808 if(variable) { \
809 int i,j=0; \
810 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
811 for(i=0; i<NROFATTACKS; i++) \
812 if(variable & (1<<i)) { \
813 if (j) \
814 safe_strcat(retbuf,", ", len, maxlen); \
815 else \
816 j = 1; \
817 safe_strcat(retbuf, attacks[i], len, maxlen); \
818 } \
819 safe_strcat(retbuf,")",len,maxlen); \
820 }
821
822
823/* separated this from the common/item.c file. b.t. Dec 1995 */
824
825#define DESCRIBE_ABILITY(retbuf, variable, name) \
826 if(variable) { \
827 int i,j=0; \
828 strcat(retbuf,"(" name ": "); \
829 for(i=0; i<NROFATTACKS; i++) \
830 if(variable & (1<<i)) { \
831 if (j) \
832 strcat(retbuf,", "); \
833 else \
834 j = 1; \
835 strcat(retbuf, attacks[i]); \
836 } \
837 strcat(retbuf,")"); \
838 }
839
840
841#define DESCRIBE_PATH(retbuf, variable, name) \
842 if(variable) { \
843 int i,j=0; \
844 strcat(retbuf,"(" name ": "); \
845 for(i=0; i<NRSPELLPATHS; i++) \
846 if(variable & (1<<i)) { \
847 if (j) \
848 strcat(retbuf,", "); \
849 else \
850 j = 1; \
851 strcat(retbuf, spellpathnames[i]); \
852 } \
853 strcat(retbuf,")"); \
854 }
855
856
857#define DESCRIBE_PATH_SAFE(retbuf, variable, name, len, maxlen) \
858 if(variable) { \
859 int i,j=0; \
860 safe_strcat(retbuf,"(" name ": ", len, maxlen); \
861 for(i=0; i<NRSPELLPATHS; i++) \
862 if(variable & (1<<i)) { \
863 if (j) \
864 safe_strcat(retbuf,", ", len, maxlen); \
865 else \
866 j = 1; \
867 safe_strcat(retbuf, spellpathnames[i], len, maxlen); \
868 } \
869 safe_strcat(retbuf,")", len, maxlen); \
870 }
871
872/* Flags for apply_special() */ 707/* Flags for apply_special() */
873enum apply_flag 708enum apply_flag
874{ 709{
875 /* Basic flags/mode, always use one of these */ 710 /* Basic flags/mode, always use one of these */
876 AP_TOGGLE = 0, 711 AP_TOGGLE = 0,
917#define CAN_APPLY_NOT_MASK 0xf 752#define CAN_APPLY_NOT_MASK 0xf
918#define CAN_APPLY_UNAPPLY 0x10 753#define CAN_APPLY_UNAPPLY 0x10
919#define CAN_APPLY_UNAPPLY_MULT 0x20 754#define CAN_APPLY_UNAPPLY_MULT 0x20
920#define CAN_APPLY_UNAPPLY_CHOICE 0x40 755#define CAN_APPLY_UNAPPLY_CHOICE 0x40
921 756
922/* Cut off point of when an object is put on the active list or not */ 757// Cut off point of when an object is put on the active list or not
758// we use 2**-n because that can be represented exactly
759// also make sure that this is a float, not double, constant
923#define MIN_ACTIVE_SPEED 1e-5 760#define MIN_ACTIVE_SPEED (1.f / 65536.f)
924 761
925#define RANDOM() (rndm.next () & 0xffffffU) 762#define RANDOM() (rndm.next () & 0xffffffU)
926#define SRANDOM(xyz) rndm.seed (xyz) //TODO, get rid of
927 763
928/* Returns the weight of the given object. Note: it does not take the number of 764/* Returns the weight of the given object. Note: it does not take the number of
929 * items (nrof) into account. 765 * items (nrof) into account.
766 * (this looks rather bogus, schmorp)
930 */ 767 */
931#define WEIGHT(op) (op->nrof?op->weight:op->weight+op->carrying) 768#define WEIGHT(op) ((op)->nrof ? (op)->weight : (op)->weight + (op)->carrying)
932
933
934/* Code fastening defines
935 * FAST_STRCAT & FAST_STRNCAT will add buf2__ at position pointed by
936 * buf__ and increment buf__ position so it will point to the end of buf__.
937 * the '\0' caracter will not be put at end of buf__.
938 * use preparefastcat and finishfastcat on buf__ to prepare
939 * and clean up the string. (Lots faster than doing each time...)
940 * If you use them and have choice between FAST_STRCAT and FAST_STRNCAT,
941 * keep in mind FAST_STRNCAT is faster since length of second argument is
942 * kown in advance.
943 */
944
945#define PREPARE_FASTCAT(buf__) buf__+strlen(buf__)
946#define FAST_STRNCAT(buf__,buf2__,size__) {memcpy (buf__,buf2__,size__);buf__+=size__;}
947#define FAST_STRCAT(buf__,buf2__) {memcpy (buf__,buf2__,strlen(buf2__));buf__+=strlen(buf2__);}
948#define FINISH_FASTCAT(buf__) buf__[0]='\0';
949 769
950/* 770/*
951 * Warning! 771 * Warning!
952 * If you add message types here, don't forget 772 * If you add message types here, don't forget
953 * to keep the client up to date too! 773 * to keep the client up to date too!
1038 858
1039/* admin messages */ 859/* admin messages */
1040#define MSG_TYPE_ADMIN_RULES 1 860#define MSG_TYPE_ADMIN_RULES 1
1041#define MSG_TYPE_ADMIN_NEWS 2 861#define MSG_TYPE_ADMIN_NEWS 2
1042 862
863/**
864 * Maximum distance a player may hear a sound from.
865 * This is only used for new client/server sound. If the sound source
866 * on the map is farther away than this, we don't sent it to the client.
867 */
868#define MAX_SOUND_DISTANCE 16
869
870#define LOG_CHANNEL "log" // the plain and ugly standard server log
871#define INFO_CHANNEL "info" // lower_left box
872#define SAY_CHANNEL "channel-say"
873#define CHAT_CHANNEL "channel-chat"
874#define MSG_CHANNEL(name) ("c/" name) // predefined channel defined in lib/cf.pm %CHANNEL
875
876/* The following are the color flags passed to new_draw_info.
877 *
878 * We also set up some control flags
879 *
880 * NDI = New Draw Info
881 */
882
883/* Color specifications - note these match the order in xutil.c */
884/* Note 2: Black, the default color, is 0. Thus, it does not need to
885 * be implicitly specified.
886 */
887#define NDI_BLACK 0
888#define NDI_WHITE 1
889#define NDI_NAVY 2
890#define NDI_RED 3
891#define NDI_ORANGE 4
892#define NDI_BLUE 5 /* Actually, it is Dodger Blue */
893#define NDI_DK_ORANGE 6 /* DarkOrange2 */
894#define NDI_GREEN 7 /* SeaGreen */
895#define NDI_LT_GREEN 8 /* DarkSeaGreen, which is actually paler */
896 /* Than seagreen - also background color */
897#define NDI_GREY 9
898#define NDI_BROWN 10 /* Sienna */
899#define NDI_GOLD 11
900#define NDI_TAN 12 /* Khaki */
901
902#define NDI_MAX_COLOR 12 /* Last value in */
903#define NDI_COLOR_MASK 0x1f /* Gives lots of room for expansion - we are */
904 /* using an int anyways, so we have the space */
905 /* to still do all the flags */
906
907#define NDI_REPLY 0x20 // is a direct reply to a user command
908#define NDI_NOCREATE 0x40 // do not create a tab if one doesn't exist
909#define NDI_CLEAR 0x80 // clear tab/message area before output, if sensible
910#define NDI_CLIENT_MASK 0xff // what the client is allowed to see
911
912#define NDI_UNIQUE 0x1000 /* Print this out immediately, don't buffer */
913#define NDI_ALL 0x2000 /* Inform all players of this message */
914#define NDI_DEF 0x4000 // ignore colour for channel protocol
915
1043#endif /* DEFINE_H */ 916#endif /* DEFINE_H */
1044 917

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